the1corrupted Posted May 22, 2016 Share Posted May 22, 2016 Hello, everyone! I'm working on a few changes to some of the perks in FO4. However, I didn't realize Far Harbor came with a few extra perk ranks. Well much to my dismay, the game didn't handle having two different "RadResistant04" perks loaded at the same time. I want my perks to over-write some of the DLC perks. In addition, I could make mod-specific perks? (Like if you have Automotron, Robotics Expert will allow the player to deal more damage to robots) I don't have a script written yet because I don't know where to begin writing it or where I should insert the script to actually fire when the game is loaded. I was hoping it would be similar to something like: Event OnPlayerLoadGame() if Game.IsPluginInstalled("DLCCoast.esm") # Delete RadRes04 ref, or make unplayable endif endevent I know that some scripting can modify or create in-game item lists, but so far I can't find any help in the scripting reference that might relate to disabling a form id that isn't a reference ID. Link to comment Share on other sites More sharing options...
ant2888 Posted May 22, 2016 Share Posted May 22, 2016 Programmers Guide To Papyrus: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus The above link is a good reference for where to look for things and gives a nice wiki tutorial on how to do things. After that you can look up similar questions but for Skyrim. As many players have noticed the game engine has not really changed much (hence why I think FO4 wasn't as big as its predecessors, my opinion though) so most all your questions could be changed in a way to look it up for Skyrim and it will most definitely apply. As for things such as perks I *THINK* all that really matters is load order. Have your mod load AFTER all the DLC to overwrite it, or alternatively you could just change the name. Removing a DLC perk seems non-intuitive but if you really wanted to do so I image one way would be to create a script to just remove it from the players perk list? Link to comment Share on other sites More sharing options...
the1corrupted Posted May 23, 2016 Author Share Posted May 23, 2016 (edited) Programmers Guide To Papyrus: http://www.creationkit.com/fallout4/index.php?title=Category:Papyrus The above link is a good reference for where to look for things and gives a nice wiki tutorial on how to do things. After that you can look up similar questions but for Skyrim. As many players have noticed the game engine has not really changed much (hence why I think FO4 wasn't as big as its predecessors, my opinion though) so most all your questions could be changed in a way to look it up for Skyrim and it will most definitely apply. As for things such as perks I *THINK* all that really matters is load order. Have your mod load AFTER all the DLC to overwrite it, or alternatively you could just change the name. Removing a DLC perk seems non-intuitive but if you really wanted to do so I image one way would be to create a script to just remove it from the players perk list? Right, I wanted my script to remove the DLC perk from the player's list. In my testing, load order didn't matter as the DLC and my plugin tried to both load the 4th rank for Rad Resist and bugged it out. I think this is due to not using the same Form ID as the perk in the DLC. I will experiment a little further. Thanks for your tip! UPDATE: Using the same "Editor ID" did not work to replace the DLC perk. ESMs are loaded before ESPs so the actual "order" seems to be hard coded into the game. Far Harbor gets a 03 prefix, and my plugin gets 04. Edited May 23, 2016 by the1corrupted Link to comment Share on other sites More sharing options...
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